Most scripts will be written for screen because it is MUCH older and much more widely used. I believe tmux is easier to use and this was certainly the case for allowing access to any user of the games group.

I did experiment with passing commands through because this does seem to be popular and it almost worked but the OpenRC bug I previously mentioned is still there. I've now filed a bug report. As soon as this is fixed, I will add support for commands to the ebuild and possibly backups too. Vote up the bug if you want it fixed faster.

On the Bukkit front, Notch said yesterday that they will start looking into officially supporting modding after the next release, which I think will be out in the next week.

I was also reading this post and saw that you can run multiple servers. I realize this isn't a tutorial on how to use it but since this is only known to few I figured I would ask how to set up multiple that start on boot if at all possible.
I have figured out how to use tmux to easily add in commands into the server-client. The only way I saw to run multiple servers was to have a second user add a server session. I would like to have them boot with the system via the init script but in my readings of what I can find with the package I have not found an easy fix which is what I am hoping for. If modifications are needed thats fine I can figure them out but since you wrote it and have played with it more I figured i would ask.

That was alot of rambling so if I was unclear at any point let me know.

If you first server is running, this will probably fail to start properly the first time because it'll try to use the same port number. Just edit /var/lib/minecraft/foo/server.properties, change the port number and restart it. To access the console, use minecraft-server-console foo.

My brain must be wired to Notch's or something. So I've already pushed that update out. As usual, the client launcher is unchanged. Notch mentioned that he tried to update LWJGL but failed. Funny as we seem to have no trouble with the newer version.

This update is very exciting feature-wise but I've just tried it and the perfomance increase is MASSIVE. I'm using Mesa r600c here, which doesn't perform terribly well in general. I've gone from short render distance, fast detail and smooth lighting off to normal render distance, fancy detail and smooth lighting on, plus I've enabled the new advanced OpenGL option. Not sure what the latter does yet but it seems fine so far.

Annoyingly, it looks like he's fixed the glitch that allowed you to only place ladders every other block. Thankfully my water ladder still works.

I must be doing something wrong. I've created an account at minecraft.net, run the script at /usr/games/bin/minecraft, enter username/password, hit connect, get a 'can't connect to minecraft.net' error. Console shows:

Code:

java.net.SocketException: Connection reset
at java.net.SocketInputStream.read(SocketInputStream.java:185)
at sun.security.ssl.InputRecord.readFully(InputRecord.java:312)
at sun.security.ssl.InputRecord.readV3Record(InputRecord.java:424)
at sun.security.ssl.InputRecord.read(InputRecord.java:379)
at sun.security.ssl.SSLSocketImpl.readRecord(SSLSocketImpl.java:818)
at sun.security.ssl.SSLSocketImpl.performInitialHandshake(SSLSocketImpl.java:1158)
at sun.security.ssl.SSLSocketImpl.startHandshake(SSLSocketImpl.java:1185)
at sun.security.ssl.SSLSocketImpl.startHandshake(SSLSocketImpl.java:1169)
at sun.net.www.protocol.https.HttpsClient.afterConnect(HttpsClient.java:440)
at sun.net.www.protocol.https.AbstractDelegateHttpsURLConnection.connect(AbstractDelegateHttpsURLConnection.java:185)
at sun.net.www.protocol.https.HttpsURLConnectionImpl.connect(HttpsURLConnectionImpl.java:153)
at net.minecraft.Util.excutePost(Util.java:80)
at net.minecraft.LauncherFrame.login(LauncherFrame.java:96)
at net.minecraft.LoginForm$5.run(LoginForm.java:117)

Clicking the links in the launcher gives errors in the console like:

Code:

Failed to open link http://mcupdate.tumblr.com/post/4746649753/minecraft-beta-1-5
Failed to open link http://www.minecraft.net/download.jsp
Failed to open link http://mcupdate.tumblr.com/post/4746649753/minecraft-beta-1-5#notes

I get the same errors with the official minecraft.jar by doing 'java -jar minecraft.jar'.

I haven't purchased it; could that be the problem? I'd expect it to give a different message if that were the case. I'd like to see that it actually runs before buying it._________________My political bias.

First off, thanks for this ebuild! I have run the Minecraft client for a little bit and so far it works completely as expected on amd64.

Second, this may be a silly question because my PC has been down for the past year so I've been out of the Gentoo scene, but is there any particular reason the server ebuild requires OpenRC? Migrating to baselayout2 is on my "To Do" list for the weekend, but I'm curious.

Sorry guys, I wasn't notified about these messages. pigeon768, I'm at a loss there, especially if the official JAR does it as well. Does it still happen now? yther, it requires OpenRC because the init script uses ewaitfile. OpenRC has now become stable so everyone should update!

1.6 is now out and I've updated the server ebuild. The client launcher is unchanged as usual.

1.6.4 is out now. It fixes the CPU usage but now all I get is sky and sea. I know I'm not the only person with this problem but I guess there's no point having a broken ebuild so I've pushed out the update now. That's all we're getting for today anyway.

1.6.4 is out now. It fixes the CPU usage but now all I get is sky and sea. I know I'm not the only person with this problem but I guess there's no point having a broken ebuild so I've pushed out the update now. That's all we're getting for today anyway.

If you're also seeing that sky and sea problem, I managed to workaround it by setting the new view-distance setting in server.properties to 5. The default is 10 but anything over 5 seems to cause the problem. Evidently not for everyone though.

I've not heard of anything like that. I just updated OpenAL to 1.13 from 1.12.854 to see if that changed anything but it didn't. I use PulseAudio though. Have you tried downgrading OpenAL or testing something else that uses OpenAL?